Qiqirn, Tormented

This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back.

Arctic Legends. Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it.

Afraid of Civilization. Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds.

Spirit Dog. A qiqirn’s fear of civilization is built on the basis of self-preservation. The qiqirn is an unwilling conduit for souls of the damned that aren’t strong enough to travel to the afterlife. These spirits steadily torment the qiqirn, causing it pain and infusing it with necrotic power as they seek their own respite. As the qiqirn spends more time around civilization, it accrues more damned souls. Much as a fiend transforms to higher forms as it devours souls, a qiqirn that lives long enough or spends enough time around civilization undergoes a painful transformation from its constant contact with the growing number of tormented souls. These qiqirn seek to destroy all they encounter, sharing their pain with others. Scholars speculate the power of the spirits would eventually kill the tormented qiqirn if the creature lost the ability to offload the pain coursing from the other side of the veil.

Tormented Qiqirn

Large fiend, chaotic evil
Armor Class 16 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 50 ft.
15 (+2) 18 (+4) 14 (+2) 5 (-3) 12 (+1) 13 (+1)

Saving Throws Dex +6, Con +8, Wis +6
Skills Perception +6, Stealth +10
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 16
Languages understands Common but can’t speak, telepathy 60 ft.
Challenge 10 (5,900 XP)

Aura of Pain. At the start of each of the qiqirn’s turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on its next melee attack roll.

Keen Smell. The qiqirn has advantage on Wisdom (Perception) checks that rely on smell. Self-loathing. A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature’s Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can’t be frightened by that creature for the next 24 hours.


Multiattack. The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Spiteful Howl. The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

Unnerving Whispers (Recharge 5-6). The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect: unconscious (1), deafened (2), incapacitated (3), stunned (4), frightened (5), paralyzed (6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Protective Spirits. When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result.

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